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		<h1>[name]</h1>

		<p class="desc">Class representing a 4D [link:https://en.wikipedia.org/wiki/Vector_space vector].

		A 4D vector is an ordered quadruplet of numbers (labeled x, y, z, and w), which can be used to
		represent a number of things, such as:
		</p>

		<ul>
			<li>
				A point in 4D space.
			</li>
			<li>
				A direction and length in 4D space. In three.js the length will always be the
				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
				(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)` and the direction is also
				measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
			</li>
			<li>
				Any arbitrary ordered quadruplet of numbers.
			</li>
		</ul>

		<p>
		There are other things a 4D vector can be used to represent, however these are the most common uses in *three.js*.
		</p>

		<p>
		Iterating through a [name] instance will yield its components `(x, y, z, w)` in the corresponding order.
		</p>

		<h2>Code Example</h2>

		<code>
		const a = new THREE.Vector4( 0, 1, 0, 0 );

		//no arguments; will be initialised to (0, 0, 0, 1)
		const b = new THREE.Vector4( );

		const d = a.dot( b );
		</code>


		<h2>Constructor</h2>

		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
		<p>
		[page:Float x] - the x value of this vector. Default is `0`.<br />
		[page:Float y] -  the y value of this vector. Default is `0`.<br />
		[page:Float z] - the z value of this vector. Default is `0`.<br />
		[page:Float w] - the w value of this vector. Default is `1`.<br /><br />

		Creates a new [name].
		</p>


		<h2>Properties</h2>

		<h3>[property:Boolean isVector4]</h3>
		<p>
			Read-only flag to check if a given object is of type [name].
		</p>

		<h3>[property:Float x]</h3>

		<h3>[property:Float y]</h3>

		<h3>[property:Float z]</h3>

		<h3>[property:Float w]</h3>

		<h3>[property:Float width]</h3>
		<p>Alias for [page:.z z].</p>

		<h3>[property:Float height]</h3>
		<p>Alias for [page:.w w].</p>


		<h2>Methods</h2>

		<h3>[method:this add]( [param:Vector4 v] )</h3>
		<p>Adds [page:Vector4 v] to this vector.</p>

		<h3>[method:this addScalar]( [param:Float s] )</h3>
		<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</p>

		<h3>[method:this addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
		<p>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</p>

		<h3>[method:this addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
		<p>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</p>

		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
		<p>
		Multiplies this vector by 4 x 4 [page:Matrix4 m].
		</p>

		<h3>[method:this ceil]()</h3>
		<p>
		The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector are rounded up to the nearest integer value.
		</p>

		<h3>[method:this clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
		<p>
		[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.<br />
		[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range<br /><br />

		If this vector's x, y, z or w value is greater than the max vector's x, y, z or w value, it is replaced by the corresponding value. <br /><br />
		If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, it is replaced by the corresponding value.
		</p>

		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
		<p>
		[page:Float min] - the minimum value the length will be clamped to <br />
		[page:Float max] - the maximum value the length will be clamped to<br /><br />

		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
		If this vector's length is less than the min value, it is replaced by the min value.
		</p>

		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
		<p>
		[page:Float min] - the minimum value the components will be clamped to <br />
		[page:Float max] - the maximum value the components will be clamped to<br /><br />

		If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value. <br /><br />
		If this vector's x, y, z or w values are less than the min value, they are replaced by the min value.
		</p>

		<h3>[method:Vector4 clone]()</h3>
		<p>
		Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
		</p>

		<h3>[method:this copy]( [param:Vector4 v] )</h3>
		<p>
			Copies the values of the passed Vector4's [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
			properties to this Vector4.
		</p>

		<h3>[method:this divideScalar]( [param:Float s] )</h3>
		<p>
		Divides this vector by scalar [page:Float s].
		</p>

		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
		<p>
		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
		vector and [page:Vector4 v].
		</p>

		<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
		<p>Returns `true` if the components of this vector and [page:Vector4 v] are strictly equal; `false` otherwise.</p>

		<h3>[method:this floor]()</h3>
		<p>The components of this vector are rounded down to the nearest integer value.</p>

		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
		<p>
		[page:Array array] - the source array.<br />
		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />

		Sets this vector's [page:.x x] value to be `array[ offset + 0 ]`, [page:.y y] value to be `array[ offset + 1 ]`
		[page:.z z] value to be `array[ offset + 2 ]` and [page:.w w ] value to be `array[ offset + 3 ]`.
		</p>

		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
		<p>
		[page:BufferAttribute attribute] - the source attribute.<br />
		[page:Integer index] - index in the attribute.<br /><br />

		Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
		</p>

		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
		<p>
		[page:Integer index] - 0, 1, 2 or 3.<br /><br />

		If index equals 0 returns the [page:.x x] value. <br />
		If index equals 1 returns the [page:.y y] value. <br />
		If index equals 2 returns the [page:.z z] value.<br />
		If index equals 3 returns the [page:.w w] value.
		</p>

		<h3>[method:Float length]()</h3>
		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
		(straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`.</p>

		<h3>[method:Float manhattanLength]()</h3>
		<p>
		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
		</p>

		<h3>[method:Float lengthSq]()</h3>
		<p>
		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
		(straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`. If you are comparing the lengths of
		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
		</p>

		<h3>[method:this lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
		<p>
		[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />

		Linearly interpolates between this vector and [page:Vector4 v], where alpha is the
		percent distance along the line - `alpha = 0` will be this vector, and `alpha = 1` will be [page:Vector4 v].
		</p>

		<h3>[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
		<p>
		[page:Vector4 v1] - the starting [page:Vector4].<br />
		[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />

		Sets this vector to be the vector linearly interpolated between [page:Vector4 v1] and
		[page:Vector4 v2] where alpha is the percent distance along the line connecting the two vectors
		- alpha = 0 will be [page:Vector4 v1], and alpha = 1 will be [page:Vector4 v2].
		</p>

		<h3>[method:this negate]()</h3>
		<p>Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.</p>

		<h3>[method:this normalize]()</h3>
		<p>
		Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to a vector with the same direction
		as this one, but [page:.length length] 1.
		</p>

		<h3>[method:this max]( [param:Vector4 v] )</h3>
		<p>
		If this vector's x, y, z or w value is less than [page:Vector4 v]'s x, y, z or w value, replace
		that value with the corresponding max value.
		</p>

		<h3>[method:this min]( [param:Vector4 v] )</h3>
		<p>
		If this vector's x, y, z or w value is greater than [page:Vector4 v]'s x, y, z or w value, replace
		that value with the corresponding min value.
		</p>

		<h3>[method:this multiply]( [param:Vector4 v] )</h3>
		<p>Multiplies this vector by [page:Vector4 v].</p>

		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
		<p>Multiplies this vector by scalar [page:Float s].</p>

		<h3>[method:this round]()</h3>
		<p>The components of this vector are rounded to the nearest integer value.</p>

		<h3>[method:this roundToZero]()</h3>
		<p>
		The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.
		</p>

		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>

		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaternion q] )</h3>
		<p>
			[page:Quaternion q] - a normalized [page:Quaternion]<br /><br />

			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
			quaternion's axis and [page:.w w] to the angle.
		</p>

		<h3>[method:this setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
		<p>
			 [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />

			Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
		</p>

		<h3>[method:this setComponent]( [param:Integer index], [param:Float value] )</h3>
		<p>
		[page:Integer index] - 0, 1 or 2.<br />
		[page:Float value] - [page:Float]<br /><br />

		If index equals 0 set [page:.x x] to [page:Float value].<br />
		If index equals 1 set [page:.y y] to [page:Float value].<br />
		If index equals 2 set [page:.z z] to [page:Float value].<br />
		If index equals 3 set [page:.w w] to [page:Float value].
		</p>


		<h3>[method:this setLength]( [param:Float l] )</h3>
		<p>
		Sets this vector to a vector with the same direction as this one, but [page:.length length]
		[page:Float l].
		</p>

		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
		<p>
		Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
		</p>

		<h3>[method:this setX]( [param:Float x] )</h3>
		<p>Replaces this vector's [page:.x x] value with [page:Float x].</p>

		<h3>[method:this setY]( [param:Float y] )</h3>
		<p>Replaces this vector's [page:.y y] value with [page:Float y].</p>

		<h3>[method:this setZ]( [param:Float z] )</h3>
		<p>Replaces this vector's [page:.z z] value with [page:Float z].</p>

		<h3>[method:this setW]( [param:Float w] )</h3>
		<p>Replaces this vector's [page:.w w] value with [page:Float w].</p>

		<h3>[method:this sub]( [param:Vector4 v] )</h3>
		<p>Subtracts [page:Vector4 v] from this vector.</p>

		<h3>[method:this subScalar]( [param:Float s] )</h3>
		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components.</p>

		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>

		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
		<p>
		[page:Array array] - (optional) array to store this vector to. If this is not provided, a new array will be created.<br />
		[page:Integer offset] - (optional) optional offset into the array.<br /><br />

		Returns an array [x, y, z, w], or copies x, y, z and w into the provided [page:Array array].
		</p>

		<h3>[method:this random]()</h3>
		<p>
			Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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